Prerequisite: Requires the character to be an Aarakocra
A winged adventurer and a veteran of countless aerial battles, you are an advanced aerial combatant, both strategically and physically. Your skills and abilities make you a lethal airborne threat and cause your foes to nervously watch the skies. You gain the following benefits:
- Training has strengthened the back and chest muscles used for flying to the point that you can bear medium armor aloft, provided it does not impinge upon your freedom of movement. You may now fly wearing medium armor, so long as it is not a type that imposes a disadvantage to Stealth (Dexterity) checks;
- You have mastered dipping and darting agilely among earthbound foes, attacking and avoiding their counterattacks. When you attempt an aerial melee attack against an earthbound creature in a turn where you use at least 40 feet of flying movement, the target's attack roll on any opportunity attack you may provoke is at disadvantage;*
- Daring and desperate situations over the years have caused you to develop an air-to-ground attack that uses gravity to injure your target, albeit at some risk to yourself. When you start the round at least 15 feet above an earthbound target, you may fold your wings and plummet towards them while attacking with a piercing weapon, attempting to skewer your opponent. If the attack hits, the opponent takes the attack damage plus an extra 1d6 piercing damage. You have advantage on the damage rolls and you score a critical hit on a 19 or 20. You and your opponent also take bludgeoning damage from the impact. On a successful hit, your opponent takes 1d6 bludgeoning damage plus and additional 1d6 for each additional 15 feet of height from the ground you are when the power dive begins for a total maximum of 3d6 bludgeoning damage. This damage is not enhanced by a critical hit. You take 1d4 bludgeoning damage for each 15 foot increment above the initial required height for a total maximum of 2d4 collateral bludgeoning damage. If the attack misses, you take up to 6d6 bludgeoning damage for each 15 feet involved in the dive and are stunned and prone at your opponent's feet until the end of your next turn. You may utilize this attack once per short or long rest.
* - Opponents with the Sentinel feat, the battlemaster maneuvers Hold the Line or Vigilant Defender, and opponents with the Polearm Master feat who are using a weapon with the Reach property ignore this disadvantage.
Comments